May 1st, 2018

I try not to shy away from depictions of violence. It should have consequences, the audience should see the effects on characters, and some of those effects should leave long-term consequences too. Don't sugar coat it, make it realistic. Granted, from a gaming viewpoint, with some systems that can get complicated (for systems using hit points, for example, I like Rifts's approach that most such points exist for narrative purposes, and only a small base amount represent actual physical damage, with some attacks bypassing the main points to attack the real ones), from a narrative perspective, when it gets down to those real effects, describe them, though. Among other things, for gaming purposes, this can make players think twice in some situations and not fall to murder-hobo syndrome.